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📄 skillobjectattachunit_defence.cpp

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💻 CPP
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// SkillObjectAttachUnit_Defence.cpp: implementation of the CSkillObjectAttachUnit_DefenceUp class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "SkillObjectAttachUnit_Defence.h"

#ifdef _MHCLIENT_
#include "StatusIconDlg.h"
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
// Up
//////////////////////////////////////////////////////////////////////////

CSkillObjectAttachUnit_DefenceUp::CSkillObjectAttachUnit_DefenceUp()
{
	m_Flag = STATUS_FLAG_DEFENCE;
}

CSkillObjectAttachUnit_DefenceUp::~CSkillObjectAttachUnit_DefenceUp()
{

}

void CSkillObjectAttachUnit_DefenceUp::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
	m_Attrib = pSkillInfo->GetAttrib();
	m_AttDefenceUp = pSkillInfo->GetUpAttDefense(SkillLevel);
	m_PhyDefenceUp = pSkillInfo->GetUpPhyDefense(SkillLevel);
	
	//瘤加瓤苞钎矫
	if(m_AttDefenceUp == 1)
	{
/*
阂魔瘤眉	
maintain_Sresist01_S.beff	拳加己 阂魔瘤眉
maintain_Sresist02_S.beff	荐加己 阂魔瘤眉
maintain_Sresist03_S.beff	格加己 阂魔瘤眉
maintain_Sresist04_S.beff	陛加己 阂魔瘤眉
maintain_Sresist05_S.beff	配加己 阂魔瘤眉
*/
		ySWITCH(m_Attrib)
			yCASE(ATTR_FIRE)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
			yCASE(ATTR_WATER)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
			yCASE(ATTR_TREE)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
			yCASE(ATTR_IRON)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
			yCASE(ATTR_EARTH)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
		yENDSWITCH
	}
	else if(m_AttDefenceUp > 0)
	{
/*
历亲仿 惑铰	
maintain_resist01_S.beff	拳加己 历亲仿 惑铰
maintain_resist02_S.beff	荐加己 历亲仿 惑铰
maintain_resist03_S.beff	格加己 历亲仿 惑铰
maintain_resist04_S.beff	陛加己 历亲仿 惑铰
maintain_resist05_S.beff	配加己 历亲仿 惑铰
maintain_resist06_S.beff	公加己 历亲仿 惑铰
*/
		ySWITCH(m_Attrib)
			yCASE(ATTR_FIRE)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
			yCASE(ATTR_WATER)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
			yCASE(ATTR_TREE)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
			yCASE(ATTR_IRON)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
			yCASE(ATTR_EARTH)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
			yCASE(ATTR_NOATTR)	m_AttachEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
								//m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
		yENDSWITCH
	}
	if(m_PhyDefenceUp > 0)
	{
//maintain_defup_S.beff	规绢仿 惑铰
		m_AttachEffectNum[1] = FindEffectNum("maintain_defup_S.beff");
		m_StateIconNum[1] = eStatusIcon_PhyDefenceUp;
	}
}

void CSkillObjectAttachUnit_DefenceUp::GetAttDefense(WORD Attrib,float Original,float& CalcedUp,float& CalcedDown)
{
	if(m_Attrib != ATTR_ALLATTR && m_Attrib != Attrib)
		return;
	
	if(CalcedUp < m_AttDefenceUp)
		CalcedUp = m_AttDefenceUp;
}

void CSkillObjectAttachUnit_DefenceUp::GetPhyDefense(DWORD Original,DWORD& CalcedUp,DWORD& CalcedDown)
{
	if(CalcedUp < m_PhyDefenceUp*Original)
		CalcedUp = (DWORD)(m_PhyDefenceUp*Original);
}



//////////////////////////////////////////////////////////////////////////
// Down
//////////////////////////////////////////////////////////////////////////

CSkillObjectAttachUnit_DefenceDown::CSkillObjectAttachUnit_DefenceDown()
{
	m_Flag = STATUS_FLAG_DEFENCE;
}

CSkillObjectAttachUnit_DefenceDown::~CSkillObjectAttachUnit_DefenceDown()
{

}

void CSkillObjectAttachUnit_DefenceDown::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
	m_Attrib = pSkillInfo->GetAttrib();
	m_AttDefenceDown = pSkillInfo->GetDownAttDefense(SkillLevel);
	m_PhyDefenceDown = pSkillInfo->GetDownPhyDefense(SkillLevel);
	
	//瘤加瓤苞钎矫
	/*
	if(m_AttDefenceDown == 1)
	{
		ySWITCH(m_Attrib)
			yCASE(ATTR_FIRE)	m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist01_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
			yCASE(ATTR_WATER)	m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist02_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
			yCASE(ATTR_TREE)	m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist03_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
			yCASE(ATTR_IRON)	m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist04_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
			yCASE(ATTR_EARTH)	m_AttachEffectNum[0] = FindEffectNum("maintain_Sresist05_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
		yENDSWITCH
	}
	else if(m_AttDefenceDown > 0)
	{
		ySWITCH(m_Attrib)
			yCASE(ATTR_FIRE)	m_AttachEffectNum[0] = FindEffectNum("maintain_resist01_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceFire;
			yCASE(ATTR_WATER)	m_AttachEffectNum[0] = FindEffectNum("maintain_resist02_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceWater;
			yCASE(ATTR_TREE)	m_AttachEffectNum[0] = FindEffectNum("maintain_resist03_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceTree;
			yCASE(ATTR_IRON)	m_AttachEffectNum[0] = FindEffectNum("maintain_resist04_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceIron;
			yCASE(ATTR_EARTH)	m_AttachEffectNum[0] = FindEffectNum("maintain_resist05_s.beff");
								m_StateIconNum[0] = eStatusIcon_AttrDefenceEarth;
		yENDSWITCH
	}
	*/
	if(m_PhyDefenceDown > 0)
	{		
		m_AttachEffectNum[1] = FindEffectNum("maintain_defdown_s.beff");
		m_StateIconNum[1] = eStatusIcon_PhyDefenseDown;
	}
}

void CSkillObjectAttachUnit_DefenceDown::GetAttDefense(WORD Attrib,float Original,float& CalcedUp,float& CalcedDown)
{
	if(m_Attrib != ATTR_ALLATTR && m_Attrib != Attrib)
		return;
	
	if(CalcedDown < m_AttDefenceDown)
		CalcedDown = m_AttDefenceDown;
}

void CSkillObjectAttachUnit_DefenceDown::GetPhyDefense(DWORD Original,DWORD& CalcedUp,DWORD& CalcedDown)
{
	if(CalcedDown < m_PhyDefenceDown*Original)
		CalcedDown = (DWORD)(m_PhyDefenceDown*Original);
}

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